Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 18, 2014
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Adam Kramarzewski's Blog


I jumped into the industry in 2006 and have been working as a game designer for nearly 7 years, mostly on mobile games in companies such as Gameloft and now Square Enix.

I'm currently working in Square Enix's mobile team in London and my latest game is Deus Ex: The Fall


Member Blogs

Posted by Adam Kramarzewski on Mon, 10 Feb 2014 12:36:00 EST in Design, Console/PC, Social/Online, Smartphone/Tablet
Why do some players lose interest in a game before getting to an 'end'? How can we maintain their enthusiasm? I look at 10 ways that can help to fight player fatigue and over-familiarity, and deliver more varied and memorable gaming experiences.

Adam Kramarzewski's Comments

Comment In: [Blog - 02/14/2014 - 12:17]

That 's a really nice ...

That 's a really nice piece showing how complex good controls can really get. There can be way more to it than one can initially anticipate, especially if you are going for a responsive yet satisfactory feel with physics. r nThis kind of polish is what separates 'OK ' games ...

Comment In: [Blog - 02/10/2014 - 12:36]

Looks interesting, I 'll give ...

Looks interesting, I 'll give it a read

Comment In: [Blog - 01/10/2014 - 06:43]

Good points Bart. r nMy ...

Good points Bart. r nMy hope is that the massive success of complex and unaccessible games such as Dota and League of Legends, leads to increased confidence in the abilities of players. Especially since many innovative and often hardcore indie games talking about the 'rise of the rougelikes ' here ...